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Raelsmar

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Everything posted by Raelsmar

  1. I'm currently only using the Firespitter parts pack besides yours. My recreation of the ShinMaywa US-2 using a combination of stock and Firespitter parts tends to load incorrectly, resulting in the wings and propellers falling off the fuselage.
  2. Thanks for the fast reply! I had placed one on my plane, but had to remove it because it would fall apart on the runway once the IFF did its initial save. Is the IFF part required for any damage at all or only to save vessel damage when a save is reloaded?
  3. I can't seem to figure out how parts become damaged. I've fired at a parked stock-part jet until I emptied my clips but it doesn't appear to be taking any damage at all. Does damage only apply to certain parts?
  4. One thing that worked for me was reducing the rendering and textures. Using only B9, half-res worked. At first, though, you'll need to drop the texture quality without any mods installed, otherwise it'll usually crash during the first loading screen or right after it finishes while loading to the main menu. I've got LLL, B9, Firespitter, Boats R3, MechJeb, Lazor, and Lazor sunbeam working after dropping the quality to quarter resolution and installing the reduced B9 textures that come with the latest release. Unfortunately, that seems to be the absolute maximum amount. I know LLL is pretty huge, so that may be a part of the issue.
  5. I'm having almost the exact same problem. I've been modding since 0.19 and ANY mod that adds parts will crash either during the initial load or right at completion. During the process I have at least 2gb of ram left over for use, so it doesn't appear to be hitting any kind of memory ceiling.
  6. Has anyone tested this to see if it functions in 0.22? This mod is fantastic, and I'd love to see it updated, but I'm jonesing for some pewpew action.
  7. Been waiting for this ever since my crushing disappointment over the barely-implemented vanilla IVAs many updates ago. With this and TouhouTorpedo's Mk. 3 cockpit, planes are viable in IVA-only view!
  8. Great mod! Any chance of a Throttle gauge for IVA?
  9. As an aero guy myself, I, too, think that the new ASAS causes more problems than it solves. I think the current ASAS should replace the old avionics package. We need the original ASAS back, wobble and shearing and all.
  10. The problem with the new ASAS is that it's too "soft." While I've found it helpful for controlling relatively unstable and heavy SSTO planes, flying things that were previously highly stable is a complete chore. Whereas ASAS would keep me locked like an arrow on a heading before, I now have to fight with it to keep a course. This system would be perfect if it could just keep a heading without having to "repeat myself" until it decides to follow my headings. Other than that, the new space center assets, jet textures, and performance improvements are great.
  11. I can't say as I'm enjoying the new ASAS/SAS, either. For some applications the new "soft" SAS helps matters greatly. However, for most situations (e.g., ones where you want to be completely locked in a direction) it's hardly better than not having SAS active at all. It would be nice if we had parts that could use this "soft" system when needed and others that could be activated when precision heading lock is required.
  12. I can't seem to get this mod to run properly in 20.2. I follow the installation instructions exactly as they are stated, copying gamedata and ships into the ksp root folder. I've triple checked that I have the most recent version running. I cannot load any craft (even stock KSP craft) with this pack active. I have the Firespitter pack and the TouhouTorpedo Mk3 cockpit replacer, and my installation runs fine with them. I can see the parts in the SPH and can load B9 crafts in the SPH, but the flight scene throws a Runtime error for visual C++. Is there any known fix?
  13. I only want to see IVAs completed, as far as a must-have. As nice as the update was, the lack of IVAs for the two best cockpits was very disappointing, especially considering that IVAs were initially going to be a part of .16 before being bumped off in favor of EVAs. Everything else should be secondary to completing what was supposed to be a major feature of .17. /personalopinion
  14. This is hilariously awesome. I approve!
  15. Hey all, Just wanted to share my newest design, an homage to a fine bird! This version is the lightest of my Viper designs and, as such, has no RCS which means it requires the "stilts" to simulate a launch tube takeoff (uses landing legs instead of landing gear) Takeoff Instructions: 1. Begin the first stage and throttle to maximum. 2. Once the turbojets begin to glow yellow release the stilts with spacebar. 3. Pull back. Hard. 4. Soon the craft will rise and you can fly normally. Be warned: This craft flies relatively smoothly but due to the anhedral, it likes to roll quickly. Turns can be pulled off relatively quickly but beware that reducing throttle to tighten turns usually leads to a rapid stall. If you do stall, try to point the nose downward and activate the SAS. Occasionally the craft will "grip" the airflow again and you can continue flight. Don't be too surprised if it takes some practice to get it right, I've found it's worth it, as it's a very fun craft to fly and can reach speeds well over 300 mps with a steady altitude increase. Landing Instructions: 1. Ensure the landing legs are deployed. 2. Note the two parachutes on the rear of the craft and on the nose: you cannot perform a "combat landing" with this design, you WILL lose the front skid and nacelle. 3. Reduce throttle to 1/3 power and scout a landing area (land on uneven ground at your own peril) 4. When you've reached your desired landing point, reduce throttle to zero and ensure that you are ~200 m above where you want to touch down. 5. Hit the spacebar to deploy the parachutes. These ensure that your horizontal movement is essentially nullified and that you have a slow, even descent. 6. Correct any nose-downs and rolls during descent. Try to ensure that the rear skids touch down first. Although I do have a version that has enough RCS thrusters and RCS fuel to hop into the air long enough to allow the turbojets to propel the craft forward (eliminating the need for launch stilts), I'm not entirely pleased with the design yet. Enjoy!
  16. I\'ve tried it several times since the original post, and I must say, it\'s nearly impossible to do this (at least with my questionable lander design). I\'ve had somewhat more success using the medium thrusters as landing gear (although the 7 impact tolerance essentially guarantees they will snap off no matter how slow you descend) but I\'m entirely unable to leave the munar surface. I\'ve even resorted to placing several sets of landing gear in radial symmetry in an attempt to reduce the need for exact orientation upon impact, but the time it takes to change from vertical to horizontal landing orientation leads to an increase of vertical speed followed by an explosive splat onto the surface. If anyone has any design alteration suggestions, I would be happy to adopt them, as I\'ve grown somewhat attached to my SpaceStar and don\'t want to entirely scrap the design.
  17. As the thread title muses, I wonder if it is possible to use the wheeled landing gear to perform a horizontal landing on the Mun. The problem I can most easily see is the lack of atmospheric drag and an increasing sinkrate. The positioning of the RCS thrusters on my craft make it nearly impossible to counter vertical movement. Is there a way of making one\'s entry trajectory shallow enough to allow for a safe landing in this manner? Any help or suggestions would be greatly appreciated.
  18. Updated with both screens and video of the previous version There tends to be a collision issue, where if one loads the craft while it is in orbit, the final two stages experience structural failure and render the brave Kerbals unable to return home. I think this will be addressed in 0.16, but for now, try to get into orbit and land in the same sitting, lest this problem strike you unexpectedly.
  19. Hello again! I\'m back with an updated design of the SkyStar which is launched from the launch pad and is capable of achieving orbit around Kerbin! It is also featured in my in-progress Let\'s Play series (expect a thread about it once I have a few episodes). Unlike the last design, this version can be rather difficult to land, as a bit more weight has been added to the nose area, which tends to make it front-heavy. RCS-on is suggested for landing. Also, the craft tends to tilt strongly once it has left the thinnest part of the atmosphere, so using RCS and throttling back tends to be necessary. The orbital stage rocket has been the least stable component, but the version V design\'s linear port RCS has made it slightly more stable. Keyboard adjustment is suggested once out of the atmosphere to make gradual changes to roll, pitch, and yaw! As always, suggestions about improving the design (I would prefer to keep the final stage somewhat intact, though!) are welcomed! Enjoy! Screens are forthcoming! Video link of the previous version:
  20. Oh. Man. I don\'t even. Puts everything I\'ve made to shame and then some. Amazing work!
  21. Hello all! I\'m new to the forum, but I\'ve browsed some of the plane designs and haven\'t run across one like this before. I\'m honestly shocked it works at all, but it takes off in a snap, flies relatively well, and is land-able but requires a lot of persistence. This thing definitely won\'t get you out of the atmosphere, but it\'s a fun little toy, nonetheless. Note: When trying to land, be sure you\'re going sub-20 m/sec. The SkyStar tends to bounce due to the incredible lift as well as the 45 degree upward resting position. Enjoy! Any constructive feedback will be appreciated, as well!
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